Boulder Seed (Greater)
4d4B·Martial·Bomb·One-handed
Range 20 ft.
Activate ◆ Strike
This bomb is made of volatile fluids that rapidly expand and harden when exposed to air. A greater boulder seed grants a +3 item bonus to attack rolls and deals 4d4 bludgeoning damage and 4 bludgeoning splash damage. When activated, the bomb fills a 5-foot cube with hardened foam, which creates a boulder as hard as stone (Hardness 10, HP 40) that pushes the primary target of Large size or smaller occupying that space 5 feet away from you. On a critical hit, the target also falls Prone. The splash zone fills with rubble, creating difficult terrain. The "boulder" the bomb creates fails all saving throws and loses 1 Hardness per round, disintegrating into fine powder when the boulder's Hardness is reduced to 0. At that time, the difficult terrain the bomb created also disappears.
Traits
Alchemical items are powered by reactions of alchemical reagents. Unless otherwise noted, alchemical items aren't magical and don't radiate a magical aura. Alchemical creatures are partially powered by alchemical reactions.
An alchemical bomb combines volatile alchemical components that explode when the bomb hits a creature or object. Most alchemical bombs deal damage, though some produce other effects.
An item with this trait can be used only once. Unless stated otherwise, it's destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. When a character creates consumable items, they can make them in batches of four.
Some weapons and effects, such as alchemical bombs, have the splash trait. You don't add your Strength modifier to the damage roll for any thrown weapon with the splash trait (even if the item doesn't have the bomb trait). A splash weapon or effect deals any listed splash damage to the target on a failure, success, or critical success, and to all other creatures within 5 feet of the target on a success or critical success. On a critical failure, the weapon or effect misses entirely, dealing no damage. Add splash damage together with the initial damage against the target before applying the target's resistance or weakness. You don't multiply splash damage on a critical hit.
Increase the radius of the bomb's splash damage (if any) to 10 feet.